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Ultimate Game Design : Building game worlds

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C H A P T E R 4<br />

TM: Strong <strong>game</strong> content is directly related to strong software development tools. Some developers<br />

build tools into 3ds max using MAXScript, others use MEL/Maya, others write their own proprietary tools<br />

as “stand-alone” software tools, yet others must use the tool associated with a licensed engine solution.<br />

This contributes to what I’ve called “tools shift” and makes for a fractured experience as developers<br />

move around in the industry. What do you see in the near future for design tools implementation?<br />

NH: I don’t see this fracturing of tools as something that is likely to go away in the near future. To<br />

date, there still isn’t even a general consensus among engineers from one <strong>game</strong> development company<br />

to the next about the most efficient development tools. However, a designer can still survive and be<br />

strong in this environment if he/she is flexible and willing to adapt. Creative world-building concepts<br />

can generally be applied independently of the specific tool, provided that the tool capabilities are at a<br />

certain minimum level.<br />

TM: How important is it for designers today to understand scripting languages? Which ones would<br />

you suggest new designers learn? Python? Visual Basic? Others?<br />

NH: Similar to programmers and artists, the field of designer is becoming more specialized in the<br />

industry. And the level of knowledge and hands-on skill expected from a designer is also rising. While it<br />

isn’t a requirement that a designer learn a scripting language, designers that have no production trade<br />

(“paper designers,” as they are sometimes described) are quickly becoming obsolete. The two most<br />

common areas of production work for designers are world building and scripting. Assuming scripting is<br />

the chosen path, I’d say that the specific language is almost irrelevant. Because each <strong>game</strong> is likely to<br />

be scripted in a slightly different way (and potentially with a different language) than any other <strong>game</strong>,<br />

it’s most important that a scripter/designer first understand the workflow of scripting, then be willing<br />

to adapt (and possibly even help co-design) to any scripting system that most suits the <strong>game</strong> being<br />

developed. So learning any off-the-shelf language package will lay the groundwork for proper training.<br />

TM: With the time to <strong>game</strong> delivery limited, and the demand to satisfy the gaming audience with<br />

content regularly increasing, what do you think of the idea of “modularity” in tools design? Do you think<br />

most developers will build their tools to allow for <strong>game</strong> content to be constructed like a digital-Lego system?<br />

NH: This is what nearly every <strong>game</strong> development house aspires to achieve. Of course, they all<br />

fall short to some degree—when tools become general enough to make cutting-edge <strong>game</strong>s using a<br />

building-block type system, then programmers may become obsolete! But I think solid, intuitive tools<br />

design is absolutely essential to making a high-quality <strong>game</strong> in a reasonable amount of time. The<br />

earlier in development the tools can be stabilized, the more time the design and art teams will have<br />

to create and refine content.<br />

TM: Let’s say we were building an action-oriented RPG. We desire a drag-and-drop construction<br />

system with easy (and full) scripting support. Would you be inclined to build it into Maya (for instance)<br />

or write a stand-alone editor? Why?<br />

NH: The “ideal” development tool is still not widely agreed upon. As with many things in <strong>game</strong><br />

development, each choice on this issue is all about pros and cons. If a <strong>game</strong> is to be laid out and<br />

implemented primarily by designers or has a significantly large scope, it might make more sense to<br />

write a stand-alone editor that stresses easy world and <strong>game</strong> event construction rather than sophisticated<br />

modeling capabilities. On the other hand, if the environments were to be stylistically complex or<br />

intricate, this would be difficult to achieve without using Maya or a comparable program. I suspect<br />

that in general, as <strong>game</strong>s continue to compete more and more heavily on aesthetics, we’ll see more<br />

and more developers go the route of integrating into Maya (or even 3ds max).<br />

101<br />

Actors, Props, Items, and Camera Details

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